Optimal gear for a typical Operative healer follows. For further discussion, or if you wish to optimize gear for your healing, see my Model.

Set Bonus
SOR 4-Piece Field Medic’s and Dread Master 2-Piece Field Medic’s.

The SOR 6-Piece reduces the cooldown of Kolto Waves from 10 seconds to 9 seconds. This Set Bonus is almost always worthless, because it’s unlikely to increase the number of times that you activate Kolto Waves.

The Dread Master 2-Piece increases the healing done by Recuperative Nanotech by 15%. This Set Bonus is more valuable than any other available to an Operative healer.

Having two pre-SOR Armorings sacrifices Cunning, Endurance, and Armor, but is well worth it.

Having two Dread Master rather than Revanite Armorings increases your expected total healing about 3.3%. Even having two Arkanian rather than Revanite Armorings increases your expected total healing about 2.8%.

To minimize Armor lost, prefer Hands and Feet for the pre-SOR 2-Piece.

Augments
Power > Cunning, but the difference is small (0.125% for all 14).

Power versus Critical

With 14 Power Augments, the amount of Critical that maximizes expected healing is about 375 in Resurrected gear or 439 in Revanite gear.

With 14 Cunning Augments, the amount of Critical that maximizes expected healing is about 357 in Resurrected gear or 421 in Revanite gear.

Alacrity versus Surge
Among your Ear, Implants, and Enhancements, 3 have Surge and 7 have Alacrity.

Relics
Among relics of the same tier, Serendipitous Assault >= Focused Retribution > any other.

In combat, no rotation is ideal for long. A healer’s job is triage. Decide who most needs your next heal by anticipating damage and cooperating with your co-healer. Guidelines for choosing your next ability follow.

Reserve Stim Boost for burst healing a single ally, especially one without 2 stacks of your Kolto Probe.

In general, use Surgical Probe immediately after Kolto Injection.

This is sensible resource management.

Kolto Injection grants 1 charge of Tactical Advantage.

Using Surgical Probe with 65 or higher Energy allows you to regain up to half of the net Energy cost of Kolto Injection.

If the ally whom you healed with Kolto Injection has 2 stacks of your Kolto Probe, Kolto Injection + Surgical Probe is good burst.

If the ally whom you healed with Kolto Injection doesn’t have 2 stacks of your Kolto Probe, Surgical Probe a tank who’s not at full health and has 2 stacks of your Kolto Probe.

Kolto Waves is situational.

Kolto Waves is a terrible use of time and Energy unless it heals at least two allies. Furthermore, unless it heals at least three, prefer to spread, stack, or refresh Kolto Probe instead.

Kolto Waves versus Recuperative Nanotech

You can use both, rather than just one. For example, if melee (including tanks) have Recuperative Nanotech, look for an opportunity to Kolto Waves ranged (including healers).

Prefer Kolto Waves if your group is stacked or burst matters. For example, Kolto Waves > Recuperative Nanotech for topping up allies before the end of Underlurker’s Cross.

Though Recuperative Nanotech heals much slower than Kolto Waves, it often provides greater total healing.

If Recuperative Nanotech heals 4, Kolto Waves must heal 6 with every wave to match its total healing.

If Recuperative Nanotech heals 3 or 4, Kolto Waves can’t match its total healing relative to activation time (HPCT).

With your ample remaining time, spread, stack, or refresh Kolto Probe among non-tanks.

Kolto Probe is ideal for topping up non-tanks.

Kolto Probe prepares non-tanks for imminent AOE damage.

Kolto Probe allows you to invest “excess” Energy (i.e., passive regeneration that would be lost, because you can’t exceed 100 Energy).

Among non-tanks, prioritize those whom you expect to

take damage more times than other non-tanks (e.g., the DPS kiting Raptus during Dread Council),

take more damage than other non-tanks (e.g., a Sorcerer, who has Light Armor and no Utility to reduce all AOE damage by 30%), or

be out of your range more often than other non-tanks.

The Story-Mode Hero

This approach’s one and only goal is maximizing HPS. In Revanite gear, it can sustain up to 13k HPS without cooldowns. It’s appropriate from time to time, such as for the final phase of Titan 6 or Dread Council.

In general, however, it’s a tremendous disservice to yourself, your co-healer, and your Operation group, because it replaces the keen triage, burst EHPS, and teamwork with one’s co-healer that are the hallmarks of progression healing with mindless HPS farming.

Maintain 2 stacks of your Kolto Probe on 8 allies at all times. For each “round”, refresh as many as possible with Surgical Probe, which is about 3 or 4 out of the 8, and refresh the remainder with Kolto Probe.

Sprinkle two or three abilities unrelated to refreshing your Kolto Probes into each round.

Below are a few of many examples.

For an Energy-negative round, Kolto Waves and Recuperative Nanotech.

For an Energy-positive round, Kolto Waves and Diagnostic Scan.

For an Energy-neutral round, Kolto Waves canceled as the GCD finishes, Recuperative Nanotech, and Diagnostic Scan canceled as the GCD finishes.

In each round, the abilities unrelated to refreshing your Kolto Probes must have activation times (before Alacrity) that

total at least 3 second, ensuring that you don’t clip the penultimate tick of your Kolto Probes, and

total not more than about 5.1 second, ensuring that none of your Kolto Probes expire.

If circumstances cause the next ally in your refresh order to lose your Kolto Probe, move on.

Having 7 allies with 2 stacks of your Kolto Probe is preferable to having 8 allies with only 1 stack.

For this ally whom you’ve passed over, in general, restack your Kolto Probe once each round on schedule.

If your Energy is 65 or higher, you gain about 4 Energy with each Surgical Probe.

Unfortunately, if your Energy is 25-64, Surgical Probe is Energy-neutral.

If healing isn’t challenging, use Diagnostic Scan before an activation that otherwise would drop your Energy below 60.

The GCD that Diagnostic Scan triggers will finish just before its second tick. If you must cancel it to activate another ability, in general, allow its second tick to occur.

If your Energy is 60 or higher, you gain about

16 Energy with a full channel or

11 Energy with a channel canceled upon its second tick.

If your Energy will fall below 60, because an ally is in peril or healing is challenging, you have two options.

If the present emergency should be brief, and if healing afterward should be manageable for your co-healer, you can recharge with consecutive Diagnostic Scans. While Energy is 20-59, you gain about 11 Energy with a full channel.

Each heal from your HOTs (Kolto Probe, Kolto Infusion, or Recuperative Nanotech) or from Kolto Waves has a 30% chance to proc 1 charge. This proc can occur at most once every 6 seconds (Alacrity reduces this).

Activating Stim Boost grants 1 charge.

Exiting stealth grants 2 charges.

Attacking with Backstab from stealth or with Shiv grants 1 charge.

You may have up to 3 charges of Tactical Advantage. Charges last 24 seconds (Alacrity doesn’t reduce this), and gaining a charge refreshes this duration.

These abilities cost 1 Tactical Advantage.

Surgical Probe. But it immediately refunds the Tactical Advantage that it costs, unless this refund has occurred in the past 10 seconds (Alacrity reduces this).

Kolto Infusion

Carbine Burst

Tactical Superiority

Have at least 1 Tactical Advantage at all times, in case you need it for Surgical Probe.

Spending a Tactical Advantage on a heal (i.e., on Kolto Infusion or Surgical Probe) grants you Tactical Medicine.

This buff increases your healing done by 3%.

It lasts 6 seconds (Alacrity doesn’t reduce this).

You’ll have this buff almost all of the time if you use Kolto Infusion and Surgical Probe as discussed in Rotation Guidelines.

Abilities

The Sections below described and offer advice about each ability. Unless noted, Alacrity reduces every figure related to time.

See my Model for activation times or healing amounts with gear that you select.

Kolto Probe

Description

Kolto Probe is instant, has no cooldown, and costs 10 Energy.

An ally may have up to 2 stacks of your Kolto Probe.

Using Kolto Probe on an ally without your Kolto Probe grants him 1 stack. This HOT heals him 6 times, once every third second for 18 seconds.

Using Kolto Probe on an ally with 1 stack of your Kolto Probe grants him a second stack and refreshes your Kolto Probe’s duration. This HOT heals him 7 times, immediately and once every third second for 18 seconds. The amount of each heal is double what it’d be from 1 stack.

See my Model for activation times or healing amounts with gear that you select.

In SOR, every ability that may heal multiple allies in one activation is “smart”. If more allies are within range than the ability can heal, the ability selects those allies whose percentage of maximum health is lowest.

Kolto Waves

Description

Kolto Waves is a 3-second channel. Its cooldown is 10 seconds, or 9 seconds with the SOR 6-Piece Field Medic’s Set.

It heals up to 8 allies up to 4 times, including immediately. Each wave costs 7 Energy.

Its radius is 8 meters.

As a channel, it’s immune to pushback.

A full channel heals a large amount.

Use

The GCD that Kolto Waves triggers finishes halfway between its second and third ticks. If you must cancel it to activate another ability, always allow its second tick, and consider allowing its third tick, to occur.

Cloaking Screen is off the GCD. Its cooldown is 2 minutes, or 90 seconds with Utility: Advanced Cloaking.

Use

For a stealth rez, as discussed in Section “The ‘Stealth Rez’”.

To lower your threat to zero with each enemy. Prefer Countermeasures, so that Cloaking Screen remains available for a stealth rez.

For PVE, it’s very rare to be Tactical Advantage-starved while healing. If you have exactly 1 charge, however, and you’re certain that you can save an ally only by two consecutive Surgical Probes, hit Cloaking Screen immediately before the Surgical Probe that otherwise would spend your final Tactical Advantage. This is a desperate move. You should be confident that you can’t proc another Tactical Advantage in time from HOTs, that your next Surgical Probe can’t refund a Tactical Advantage, and that this use of Cloaking Screen is preferable to letting this ally die and using Cloaking Screen for his stealth rez.

For Hateful Entity, the secret boss in Operation: Scum and Villainy, each grants you immunity to this boss’s area pull and area knockback effects, though not to the single-target knockback effect of Dread Touch.

Countermeasures

Countermeasures is off the GCD and has a 45-second cooldown (Alacrity doesn’t reduce this).

For PVE, it lowers your threat with each enemy by 25%. Use it proactively, especially after adds spawn.

Flash Bang

Flash Bang is instant and has a 1-minute cooldown. It has a range of 10 meters.

Using this on an enemy blinds it, and up to 7 other enemies within 5 meters of it, for 8 seconds. Damage breaks this blind.

For PVE, including Grob’Thok or Revanite Commanders, an AOE CC can be useful for adds.

Tactical Superiority

Tactical Superiority is off the GCD, has a 5-minute cooldown (Alacrity doesn’t reduce this), and costs 1 Tactical Advantage.

It buffs every Operation group member within 40 meters. This buff increases Critical Chance by 10% for 10 seconds (Alacrity doesn’t reduce this).

Exiting combat with Cloaking Screen gives you the opportunity to resurrect a fallen ally with Revive, salvaging a boss kill or a speed run.

Resurrecting an ally with Resuscitation Probe, Onboard AED (Mercenary), or Reanimation (Sorcerer) debuffs every group member. This debuff prevents further use of these abilities for 5 minutes, but doesn’t prevent a stealth rez. In addition, a stealth rez doesn’t apply this debuff to any group member. Therefore, a stealth rez is limited only by (1) Cloaking Screen and (2) your ability to finish Revive, a 6-second cast, before reentering combat.

The following can cause you to reenter combat.

When you use Cloaking Screen, an ally in combat has a HOT from you, including if he has full health or hasn’t yet been healed by this HOT.

When you use Cloaking Screen, an enemy has a DOT from you, including if this DOT hasn’t yet attacked it.

After using Cloaking Screen, you affect an ally in combat or attack an enemy. Examples follow.

You give an ally in combat who has full health 1 stack of Kolto Probe, which won’t heal him 3 seconds.

You heal an ally in combat with Recuperative Nanotech or Kolto Waves though you weren’t target him.

You grant Tactical Superiority to an ally in combat.

An attack hits you.

An enemy reenters combat or a new enemy enter combat (e.g., adds spawn).

The following won’t cause you to reenter combat.

Healing yourself or an ally who’s not in combat.

Gaining a Tactical Advantage.

Receiving an effect from an ally in combat, including a buff (e.g., Bloodthirst or Ballistic Shield) or a heal (including from an Annihilation Marauder in your Party).

An ally having a buff from you, such as Invigorated or Resistant, that he had before you used Cloaking Screen.

Dodging an attack, including with Evasion.

Canceling a cast that had an ally in combat or an enemy as its target.

Executing a Stealth Rez – Best Practices

Inform your group.

Use Kolto Probe on yourself. This fresh Kolto Probe serves as a timer for when you may use Cloaking Screen.

Continue to heal allies, but use only Kolto Injection, Kolto Waves, or Diagnostic Scan. You may cleanse with Toxin Scan, as well.

Before the Kolto Probe on yourself expires, locate the body of a fallen ally. You must be nearby, because Revive’s range is 10 meters.

Immediately after the Kolto Probe on yourself expires,

remove any DOTs from yourself with Toxin Scan or, if necessary, Evasion,

target a fallen ally, and

Cloaking Screen > if available, Evasion > Revive.

If AOE damage is about to occur, instruct the ally whom you’ll Revive not to accept until you’ve given permission.

If, after completing Revive’s cast, there’s another fallen ally, immediately cast Revive on him. If he’s more than 10 meters from you, use Exfiltrate to close this gap. You may Revive an unlimited number of fallen allies until you’ve reentered combat.

Executing a Stealth Rez – Advanced Tactics

As noted below, you may attempt a stealth rez sooner than described in Best Practices #2.

If you know which ally has the HOT from you with the longest time remaining, you may use him as your timer, rather than a fresh Kolto Probe on yourself.

Alternatively, instruct your group members to click off all HOTs from you. (You don’t need to click off HOTs on yourself.)

As noted below, you may use abilities other than those listed in Best Practices #3.

The duration of Kolto Infusion or Recuperative Nanotech is half the duration of Kolto Probe. Therefore, you may use either while the Kolto Probe that’s your timer has more than half of its duration (i.e., 4+ ticks) remaining.

You may use Surgical Probe on an ally who doesn’t have 2 stacks of your Kolto Probe.

If you know that there won’t be AOE damage that might hit you, there’s no need to use Evasion after Cloaking Screen.

If more than one ally has died, but damage will prevent you from using Revive for all of them, spearhead a “chain rez”.

Instruct an ally whom you’ll Revive not to accept until after this damage has occurred.

Further instruct him to use his Revive on another fallen ally before he reenters combat.

Additional Advice

If Resuscitation Probe is available, in general, don’t attempt a stealth rez in the following circumstances.

The fallen ally is your only co-healer.

The fallen ally is a tank, and

both tanks are required, or

a tank swap is approaching.

The fallen ally is a DPS, and the present phase, or fight as a whole, requires the fallen ally’s DPS.

Tailor your UI for healing. These choices are personal, but consider the recommendations below.

All crucial, time-sensitive information should be visible simultaneously. Therefore, Operation Frames, Action Bars, and Player Castbar should be adjacent and just below your character’s feet. Configure these using the Interface Editor.

Under Preferences > User Interface, enable “Show Cooldown Text”.

Use the Interface Editor to configure your Operation Frames.

Set “Buff Scale” as low as possible. Increase “Debuff Scale” until debuffs are prominent.

For your usual Operation group, disable “Show Health Text”. This is clutter rather than useful information.

Disable “Show Only Removable Debuffs”. Debuffs that may deal substantial damage to allies often aren’t removable.

Using the Interface Editor, enable Focus Target and Focus Target Castbar. Certain bosses have casts or channels that deal substantial damage to allies.

Using the Interface Editor, for the Player Buff Tray, enable Highlight Options > “Highlight Effects” and Sort Options > “Personal Effects”. This makes it easy to see your procs.

Using the Interface Editor, for the Target Frame and Focus Target, enable Highlight Options > “Highlight Buffs” and “Highlight Debuffs” and Sort Options > “Personal Buffs” and “Personal Debuffs”. This makes it easy to see your effects, such as a HOT on an ally or a DOT on an enemy.

PVP – A Warzone Medpac restores 35% of your maximum health and has a 90-second cooldown.

Grenades

A Grenade is an instant ability. The cooldown shared across all Grenades is 3 minutes.

PVE – Grenades that stun or root can be useful for certain adds, such as during Styrak on Nightmare Mode, Grob’Thok with Nightmare Power, or Revanite Commanders.

PVP – Grenades are very useful.

A player affected by one or more of a Grenade’s effects receives Bastioned, a buff that grants immunity to all effects of further Grenades for 3 minutes (Alacrity doesn’t reduce this). Bastioned doesn’t persist through death.

If a Grenade has a stun or unconscious effect, this effect respects resolve.

Optimal gear for a typical Scoundrel healer follows. For further discussion, or if you wish to optimize gear for your healing, see my Model.

Set Bonus
SOR 4-Piece Field Medic’s and Dread Master 2-Piece Field Medic’s.

The SOR 6-Piece reduces the cooldown of Kolto Waves from 10 seconds to 9 seconds. This Set Bonus is almost always worthless, because it’s unlikely to increase the number of times that you activate Kolto Waves.

The Dread Master 2-Piece increases the healing done by Kolto Cloud by 15%. This Set Bonus is more valuable than any other available to a Scoundrel healer.

Having two pre-SOR Armorings sacrifices Cunning, Endurance, and Armor, but is well worth it.

Having two Dread Master rather than Revanite Armorings increases your expected total healing about 3.3%. Even having two Arkanian rather than Revanite Armorings increases your expected total healing about 2.8%.

To minimize Armor lost, prefer Hands and Feet for the pre-SOR 2-Piece.

Augments
Power > Cunning, but the difference is small (0.125% for all 14).

Power versus Critical

With 14 Power Augments, the amount of Critical that maximizes expected healing is about 375 in Resurrected gear or 439 in Revanite gear.

With 14 Cunning Augments, the amount of Critical that maximizes expected healing is about 357 in Resurrected gear or 421 in Revanite gear.

Alacrity versus Surge
Among your Ear, Implants, and Enhancements, 3 have Surge and 7 have Alacrity.

Relics
Among relics of the same tier, Serendipitous Assault >= Focused Retribution > any other.

In combat, no rotation is ideal for long. A healer’s job is triage. Decide who most needs your next heal by anticipating damage and cooperating with your co-healer. Guidelines for choosing your next ability follow.

Maintain 2 stacks of your Slow-release Medpac on each tank at all times.

In general, refresh each tank’s Slow-release Medpac with Emergency Medpac.

Reserve Pugnacity for burst healing a single ally, especially one without 2 stacks of your Slow-release Medpac.

In general, use Emergency Medpac immediately after Underworld Medicine.

This is sensible resource management.

Underworld Medicine grants 1 charge of Upper Hand.

Using Emergency Medpac with 65 or higher Energy allows you to regain up to half of the net Energy cost of Underworld Medicine.

If the ally whom you healed with Underworld Medicine has 2 stacks of your Slow-release Medpac, Underworld Medicine + Emergency Medpac is good burst.

If the ally whom you healed with Underworld Medicine doesn’t have 2 stacks of your Slow-release Medpac, Emergency Medpac a tank who’s not at full health and has 2 stacks of your Slow-release Medpac.

Kolto Waves is situational.

Kolto Waves is a terrible use of time and Energy unless it heals at least two allies. Furthermore, unless it heals at least three, prefer to spread, stack, or refresh Slow-release Medpac instead.

Kolto Waves versus Kolto Cloud

You can use both, rather than just one. For example, if melee (including tanks) have Kolto Cloud, look for an opportunity to Kolto Waves ranged (including healers).

Prefer Kolto Waves if your group is stacked or burst matters. For example, Kolto Waves > Kolto Cloud for topping up allies before the end of Underlurker’s Cross.

Though Kolto Cloud heals much slower than Kolto Waves, it often provides greater total healing.

If Kolto Cloud heals 4, Kolto Waves must heal 6 with every wave to match its total healing.

If Kolto Cloud heals 3 or 4, Kolto Waves can’t match its total healing relative to activation time (HPCT).

With your ample remaining time, spread, stack, or refresh Slow-release Medpac among non-tanks.

Slow-release Medpac is ideal for topping up non-tanks.

Slow-release Medpac prepares non-tanks for imminent AOE damage.

Slow-release Medpac allows you to invest “excess” Energy (i.e., passive regeneration that would be lost, because you can’t exceed 100 Energy).

Among non-tanks, prioritize those whom you expect to

take damage more times than other non-tanks (e.g., the DPS kiting Raptus during Dread Council),

take more damage than other non-tanks (e.g., a Sage, who has Light Armor and no Utility to reduce all AOE damage by 30%), or

be out of your range more often than other non-tanks.

The Story-Mode Hero

This approach’s one and only goal is maximizing HPS. In Revanite gear, it can sustain up to 13k HPS without cooldowns. It’s appropriate from time to time, such as for the final phase of Titan 6 or Dread Council.

In general, however, it’s a tremendous disservice to yourself, your co-healer, and your Operation group, because it replaces the keen triage, burst EHPS, and teamwork with one’s co-healer that are the hallmarks of progression healing with mindless HPS farming.

Maintain 2 stacks of your Slow-release Medpac on 8 allies at all times. For each “round”, refresh as many as possible with Emergency Medpac, which is about 3 or 4 out of the 8, and refresh the remainder with Slow-release Medpac.

Sprinkle two or three abilities unrelated to refreshing your Slow-release Medpacs into each round.

Below are a few of many examples.

For an Energy-negative round, Kolto Waves and Kolto Cloud.

For an Energy-positive round, Kolto Waves and Diagnostic Scan.

For an Energy-neutral round, Kolto Waves canceled as the GCD finishes, Kolto Cloud, and Diagnostic Scan canceled as the GCD finishes.

In each round, the abilities unrelated to refreshing your Slow-release Medpacs must have activation times (before Alacrity) that

total at least 3 second, ensuring that you don’t clip the penultimate tick of your Slow-release Medpacs, and

total not more than about 5.1 second, ensuring that none of your Slow-release Medpacs expire.

If circumstances cause the next ally in your refresh order to lose your Slow-release Medpac, move on.

Having 7 allies with 2 stacks of your Slow-release Medpac is preferable to having 8 allies with only 1 stack.

For this ally whom you’ve passed over, in general, restack your Slow-release Medpac once each round on schedule.

If your Energy is 65 or higher, you gain about 4 Energy with each Emergency Medpac.

Unfortunately, if your Energy is 25-64, Emergency Medpac is Energy-neutral.

If healing isn’t challenging, use Diagnostic Scan before an activation that otherwise would drop your Energy below 60.

The GCD that Diagnostic Scan triggers will finish just before its second tick. If you must cancel it to activate another ability, in general, allow its second tick to occur.

If your Energy is 60 or higher, you gain about

16 Energy with a full channel or

11 Energy with a channel canceled upon its second tick.

If your Energy will fall below 60, because an ally is in peril or healing is challenging, you have two options.

If the present emergency should be brief, and if healing afterward should be manageable for your co-healer, you can recharge with consecutive Diagnostic Scans. While Energy is 20-59, you gain about 11 Energy with a full channel.

Otherwise, activate Cool Head after your Energy falls to or below 35.

Upper Hand

You gain Upper Hand as follows.

Healing with Underworld Medicine grants 1 charge.

Each heal from your HOTs (Slow-release Medpac, Kolto Pack, or Kolto Cloud) or from Kolto Waves has a 30% chance to proc 1 charge. This proc can occur at most once every 6 seconds (Alacrity reduces this).

Activating Pugnacity grants 1 charge.

Exiting stealth grants 2 charges.

Attacking with Back Blast from stealth or with Blaster Whip grants 1 charge.

You may have up to 3 charges of Upper Hand. Charges last 24 seconds (Alacrity doesn’t reduce this), and gaining a charge refreshes this duration.

These abilities cost 1 Upper Hand.

Emergency Medpac. But it immediately refunds the Upper Hand that it costs, unless this refund has occurred in the past 10 seconds (Alacrity reduces this).

Kolto Pack

Blaster Volley

Stack the Deck

Have at least 1 Upper Hand at all times, in case you need it for Emergency Medpac.

Spending an Upper Hand on a heal (i.e., on Kolto Pack or Emergency Medpac) grants you Bedside Manner.

This buff increases your healing done by 3%.

It lasts 6 seconds (Alacrity doesn’t reduce this).

You’ll have this buff almost all of the time if you use Kolto Pack and Emergency Medpac as discussed in Rotation Guidelines.

Abilities

The Sections below described and offer advice about each ability. Unless noted, Alacrity reduces every figure related to time.

See my Model for activation times or healing amounts with gear that you select.

Slow-release Medpac

Description

Slow-release Medpac is instant, has no cooldown, and costs 10 Energy.

An ally may have up to 2 stacks of your Slow-release Medpac.

Using Slow-release Medpac on an ally without your Slow-release Medpac grants him 1 stack. This HOT heals him 6 times, once every third second for 18 seconds.

Using Slow-release Medpac on an ally with 1 stack of your Slow-release Medpac grants him a second stack and refreshes your Slow-release Medpac’s duration. This HOT heals him 7 times, immediately and once every third second for 18 seconds. The amount of each heal is double what it’d be from 1 stack.

See my Model for activation times or healing amounts with gear that you select.

In SOR, every ability that may heal multiple allies in one activation is “smart”. If more allies are within range than the ability can heal, the ability selects those allies whose percentage of maximum health is lowest.

Kolto Waves

Description

Kolto Waves is a 3-second channel. Its cooldown is 10 seconds, or 9 seconds with the SOR 6-Piece Field Medic’s Set.

It heals up to 8 allies up to 4 times, including immediately. Each wave costs 7 Energy.

Its radius is 8 meters.

As a channel, it’s immune to pushback.

A full channel heals a large amount.

Use

The GCD that Kolto Waves triggers finishes halfway between its second and third ticks. If you must cancel it to activate another ability, always allow its second tick, and consider allowing its third tick, to occur.

Disappearing Act is off the GCD. Its cooldown is 2 minutes, or 90 seconds with Utility: Advanced Cloaking.

Use

For a stealth rez, as discussed in Section “The ‘Stealth Rez’”.

To lower your threat to zero with each enemy. Prefer Surrender, so that Disappearing Act remains available for a stealth rez.

For PVE, it’s very rare to be Upper Hand-starved while healing. If you have exactly 1 charge, however, and you’re certain that you can save an ally only by two consecutive Emergency Medpacs, hit Disappearing Act immediately before the Emergency Medpac that otherwise would spend your final Upper Hand. This is a desperate move. You should be confident that you can’t proc another Upper Hand in time from HOTs, that your next Emergency Medpac can’t refund an Upper Hand, and that this use of Disappearing Act is preferable to letting this ally die and using Disappearing Act for his stealth rez.

For Hateful Entity, the secret boss in Operation: Scum and Villainy, each grants you immunity to this boss’s area pull and area knockback effects, though not to the single-target knockback effect of Dread Touch.

Surrender

Surrender is off the GCD and has a 45-second cooldown (Alacrity doesn’t reduce this).

For PVE, it lowers your threat with each enemy by 25%. Use it proactively, especially after adds spawn.

Flash Grenade

Flash Grenade is instant and has a 1-minute cooldown. It has a range of 10 meters.

Using this on an enemy blinds it, and up to 7 other enemies within 5 meters of it, for 8 seconds. Damage breaks this blind.

For PVE, including Grob’Thok or Revanite Commanders, an AOE CC can be useful for adds.

Stack the Deck

Stack the Deck is off the GCD, has a 5-minute cooldown (Alacrity doesn’t reduce this), and costs 1 Upper Hand.

It buffs every Operation group member within 40 meters. This buff increases Critical Chance by 10% for 10 seconds (Alacrity doesn’t reduce this).

Exiting combat with Disappearing Act gives you the opportunity to resurrect a fallen ally with Revive, salvaging a boss kill or a speed run.

Resurrecting an ally with Heartrigger Patch, Emergency Medical Probe (Commando), or Revival (Sage) debuffs every group member. This debuff prevents further use of these abilities for 5 minutes, but doesn’t prevent a stealth rez. In addition, a stealth rez doesn’t apply this debuff to any group member. Therefore, a stealth rez is limited only by (1) Disappearing Act and (2) your ability to finish Revive, a 6-second cast, before reentering combat.

The following can cause you to reenter combat.

When you use Disappearing Act, an ally in combat has a HOT from you, including if he has full health or hasn’t yet been healed by this HOT.

When you use Disappearing Act, an enemy has a DOT from you, including if this DOT hasn’t yet attacked it.

After using Disappearing Act, you affect an ally in combat or attack an enemy. Examples follow.

You give an ally in combat who has full health 1 stack of Slow-release Medpac, which won’t heal him 3 seconds.

You heal an ally in combat with Kolto Cloud or Kolto Waves though you weren’t target him.

You grant Stack the Deck to an ally in combat.

An attack hits you.

An enemy reenters combat or a new enemy enter combat (e.g., adds spawn).

The following won’t cause you to reenter combat.

Healing yourself or an ally who’s not in combat.

Gaining an Upper Hand.

Receiving an effect from an ally in combat, including a buff (e.g., Inspiration or Scrambling Field) or a heal (including from an Annihilation Marauder in your Party).

An ally having a buff from you, such as Invigorated or Resistant, that he had before you used Disappearing Act.

Dodging an attack, including with Dodge.

Canceling a cast that had an ally in combat or an enemy as its target.

Executing a Stealth Rez – Best Practices

Inform your group.

Use Slow-release Medpac on yourself. This fresh Slow-release Medpac serves as a timer for when you may use Disappearing Act.

Continue to heal allies, but use only Underworld Medicine, Kolto Waves, or Diagnostic Scan. You may cleanse with Triage, as well.

Before the Slow-release Medpac on yourself expires, locate the body of a fallen ally. You must be nearby, because Revive’s range is 10 meters.

Immediately after the Slow-release Medpac on yourself expires,

remove any DOTs from yourself with Triage or, if necessary, Dodge,

target a fallen ally, and

Disappearing Act > if available, Dodge > Revive.

If AOE damage is about to occur, instruct the ally whom you’ll Revive not to accept until you’ve given permission.

If, after completing Revive’s cast, there’s another fallen ally, immediately cast Revive on him. If he’s more than 10 meters from you, use Scamper to close this gap. You may Revive an unlimited number of fallen allies until you’ve reentered combat.

Executing a Stealth Rez – Advanced Tactics

As noted below, you may attempt a stealth rez sooner than described in Best Practices #2.

If you know which ally has the HOT from you with the longest time remaining, you may use him as your timer, rather than a fresh Slow-release Medpac on yourself.

Alternatively, instruct your group members to click off all HOTs from you. (You don’t need to click off HOTs on yourself.)

As noted below, you may use abilities other than those listed in Best Practices #3.

The duration of Kolto Pack or Kolto Cloud is half the duration of Slow-release Medpac. Therefore, you may use either while the Slow-release Medpac that’s your timer has more than half of its duration (i.e., 4+ ticks) remaining.

You may use Emergency Medpac on an ally who doesn’t have 2 stacks of your Slow-release Medpac.

If you know that there won’t be AOE damage that might hit you, there’s no need to use Dodge after Disappearing Act.

If more than one ally has died, but damage will prevent you from using Revive for all of them, spearhead a “chain rez”.

Instruct an ally whom you’ll Revive not to accept until after this damage has occurred.

Further instruct him to use his Revive on another fallen ally before he reenters combat.

Additional Advice

If Heartrigger Patch is available, in general, don’t attempt a stealth rez in the following circumstances.

The fallen ally is your only co-healer.

The fallen ally is a tank, and

both tanks are required, or

a tank swap is approaching.

The fallen ally is a DPS, and the present phase, or fight as a whole, requires the fallen ally’s DPS.

Tailor your UI for healing. These choices are personal, but consider the recommendations below.

All crucial, time-sensitive information should be visible simultaneously. Therefore, Operation Frames, Action Bars, and Player Castbar should be adjacent and just below your character’s feet. Configure these using the Interface Editor.

Under Preferences > User Interface, enable “Show Cooldown Text”.

Use the Interface Editor to configure your Operation Frames.

Set “Buff Scale” as low as possible. Increase “Debuff Scale” until debuffs are prominent.

For your usual Operation group, disable “Show Health Text”. This is clutter rather than useful information.

Disable “Show Only Removable Debuffs”. Debuffs that may deal substantial damage to allies often aren’t removable.

Using the Interface Editor, enable Focus Target and Focus Target Castbar. Certain bosses have casts or channels that deal substantial damage to allies.

Using the Interface Editor, for the Player Buff Tray, enable Highlight Options > “Highlight Effects” and Sort Options > “Personal Effects”. This makes it easy to see your procs.

Using the Interface Editor, for the Target Frame and Focus Target, enable Highlight Options > “Highlight Buffs” and “Highlight Debuffs” and Sort Options > “Personal Buffs” and “Personal Debuffs”. This makes it easy to see your effects, such as a HOT on an ally or a DOT on an enemy.

PVP – A Warzone Medpac restores 35% of your maximum health and has a 90-second cooldown.

Grenades

A Grenade is an instant ability. The cooldown shared across all Grenades is 3 minutes.

PVE – Grenades that stun or root can be useful for certain adds, such as during Styrak on Nightmare Mode, Grob’Thok with Nightmare Power, or Revanite Commanders.

PVP – Grenades are very useful.

A player affected by one or more of a Grenade’s effects receives Bastioned, a buff that grants immunity to all effects of further Grenades for 3 minutes (Alacrity doesn’t reduce this). Bastioned doesn’t persist through death.

If a Grenade has a stun or unconscious effect, this effect respects resolve.

I describe my methodology in the Model itself. In short, it's a tool for predicting the gear that should maximize your own effective healing, which you describe on worksheet "Your Healing".

Thanks, chart helps. I just have one further question on where I seem to be doing my math wrong.

You stated that you run 4/2 instead of the new 6 piece as the 15% buff to Nano gives greater healer. However, when I tried to run the numbers it broke down like this:
(these are actual healing numbers from a friend of mine, who is geared with 435 Crit, 840 Alacrity/360 Surge and all Power Augments).

Total healing with 4/2 = 308224.797
Total healing with 6 = 312687.45
Difference is 4462.653 in favor of 6.

HPS over 300s with 4/2 = 1027.42
HPS over 300s with 6 = 1042.29
Difference is 14.87 in favor of 6.

And again, this is all base healing without crits and based on single-target where Waves is still winning, would still be winning on up to 4 targets and would win by even more with 5-8 targets.
Negligible difference, most likely, but a win is a win.

So what am I looking at wrong?

Don't ever learn how to tank. They won't let you do anything else once they know you are good at it.

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The statements and opinions expressed on these websites are solely those of their respective authors and do not necessarily reflect the views, nor are they endorsed by Bioware, LucasArts, and its licensors do not guarantee the accuracy of, and are in no way responsible for any content on these websites.